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07‐1. Add Icon to Skill Category

Sleys edited this page Jun 18, 2026 · 5 revisions

In Epic Fight, if a weapon category lacks a defined visual icon.


📁 Path

  • Config Folder: .minecraft/config/epicfight_edp/skill_builder/category_icon/*.json
  • In-Jar Folder: ./data_driven/<mod_id>/skill_builder/category_icon/*.json

📄 JSON Structure & Schema

{
  "icon_skill_builder": [
    {
      "item_id": "namespaces:item_id",
      "category": "some_category"
    }
  ]
}

📋 Parameters & Field Definitions

Field Type Description
icon_skill_builder Array Root array storing all category icons entry objects.
item_id String The Item registry ID.
category String The target weapon category to append to the icon.
  • How it works: You map a specific game item to act as the visual icon for a weapon category.
  • ⚠️ Override Behavior: ALLOWED. If multiple JSON files define an icon for the exact same category, only one configuration will take priority and be used.

📂 2. Add Category to Passive Skills

Inject custom weapon categories into existing Epic Fight Passive Skills.


📁 Path

  • Config Folder: .minecraft/config/epicfight_edp/skill_builder/passive_skills/*.json
  • In-Jar Folder: ./data_driven/<mod_id>/skill_builder/passive_skills/*.json

📄 JSON Structure & Schema

{
  "skill_builder": [
    {
      "skill_id": "epicfight:emergency_escape",
      "category": "tachi"
    },
    {
      "skill_id": "epicfight:emergency_escape",
      "category": "greatsword"
    }
  ]
}

📋 Parameters & Field Definitions

Field Type Description
skill_builder Array Root array storing all passive skill entry objects.
skill_id String The Epic Fight Skill registry ID. (Must support weapon available categories).
category String The target weapon category to append to the skill.

⚠️ CRITICAL RULES:

  • No Override Support: This system does NOT allow overrides. You cannot redefine an entry once set.
  • Compatibility: The target skill must internally contain a field for storing weapon categories. If the skill does not support Weapon Available Category, this system will do nothing.
  • Multiple Passive Skills can safely declare and target the same category.

📂 3. Add Category to Guard Skills

This is an advanced configuration framework for integrating Guard and Parry systems. It maps weapon categories to Guard Skills while managing animation sets, single/multi-frame triggers, and style-specific behaviors.

📁 Config Path

.minecraft/config/epicfight_edp/skill_builder/guard_skills/*.json

📊 Animation Sets Requirements

Depending on the target skill type, you must provide either 2 or 3 animation configurations:

  • Guard / Impact Guard: Requires 2 sets (guard_motion and guard_break_motion).
  • Parrying-like Skills: Requires 3 sets (guard_motion, guard_break_motion, and guard_advanced_motion).

📋 Core Parameters

Field Type Description
skill_guard_builder Array Root array storing all guard skill configuration entries.
skill_guard_id String The target Epic Fight Guard Skill ID (Must inherit from Guard Skill).
category String The weapon category to be appended to the Guard Skill.

🎬 Animation Configuration Fields

Animation Field Description Supported Types
guard_motion Played when the player successfully guards an attack. Only single
guard_break_motion Played when posture/stamina breaks, stunning the player. Only single
guard_advanced_motion Special interaction (e.g., Parry deflection or Miracle counter). single or multi

⚙️ Sub-Configuration & Stance Parameters

Inside each animation entry object, you must specify how the file handles type execution and combat styles:

  • type (String): Defines animation structure.
    • single: Plays a single animation frame/file.
    • multi: Uses an array of animations. Note: Only guard_advanced_motion supports multi. Setting this type on standard guard or break motions is invalid.
  • per_style (String/Array): Defines style-specific parameters.
    • Use specific style identifiers if you want stance-dependent animations (e.g., one_hand, two_hand).
    • 💡 The return Keyword: Use "return" to completely ignore the player's current stance. If you set "per_style": "return", the system bypasses style checks entirely—DO NOT assign standard styles if you use this keyword.

⚠️ CRITICAL RULES:

  • No Override Support: This system does NOT allow overrides.
  • A single weapon category declaration can be safely reused across multiple distinct Guard Skills.

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